using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("MassDisenchantTab")]
	public class MassDisenchantTab : PegUIElement
	{
		public GameObject m_root => method_3<GameObject>("m_root");

		public GameObject m_highlight => method_3<GameObject>("m_highlight");

		public UberText m_amount => method_3<UberText>("m_amount");

		public static Vector3 SELECTED_SCALE => MonoClass.smethod_6<Vector3>(TritonHs.MainAssemblyPath, "", "MassDisenchantTab", "SELECTED_SCALE");

		public static float SELECTED_LOCAL_Y_OFFSET => MonoClass.smethod_6<float>(TritonHs.MainAssemblyPath, "", "MassDisenchantTab", "SELECTED_LOCAL_Y_OFFSET");

		public bool m_isSelected => method_2<bool>("m_isSelected");

		public Vector3 m_originalLocalPos => method_2<Vector3>("m_originalLocalPos");

		public Vector3 m_originalScale => method_2<Vector3>("m_originalScale");

		public bool m_isVisible => method_2<bool>("m_isVisible");

		public MassDisenchantTab(IntPtr address, string className)
			: base(address, className)
		{
		}

		public MassDisenchantTab(IntPtr address)
			: this(address, "MassDisenchantTab")
		{
		}

		public new void Awake()
		{
			method_8("Awake");
		}

		public void Start()
		{
			method_8("Start");
		}

		public void Show()
		{
			method_8("Show");
		}

		public void Hide()
		{
			method_8("Hide");
		}

		public bool IsVisible()
		{
			return method_11<bool>("IsVisible", Array.Empty<object>());
		}

		public void SetAmount(int amount)
		{
			method_8("SetAmount", amount);
		}

		public void Select()
		{
			method_8("Select");
		}

		public void Deselect()
		{
			method_8("Deselect");
		}

		public void OnRollover(UIEvent e)
		{
			method_8("OnRollover", e);
		}

		public void OnRollout(UIEvent e)
		{
			method_8("OnRollout", e);
		}
	}
}
